cnq3/code/win32/win_local.h
myT 3305c6f515 improved multi-monitor support
- /monitorlist
- the monitor list gets updated during video restarts and by /monitorlist
- Linux > r_monitor is now 0-based and monitors are sorted top-to-bottom, left-to-right
- Windows > the Windows + shift + left/right arrow key shortcuts should be ok to use
2019-02-20 20:52:34 +01:00

95 lines
3 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// win_local.h: Win32-specific Quake3 header file
#include "windows.h"
void WIN_QueEvent( int time, sysEventType_t type, int value, int value2, int ptrLength, void *ptr );
// "early console" window management
void WIN_CreateConsole();
void WIN_DestroyConsole();
const char* WIN_ConsoleInput();
void WIN_AppendConsoleText( const char *msg );
// input
void IN_Activate( qbool active );
qbool IN_ProcessMessage( UINT msg, WPARAM wParam, LPARAM lParam ); // returns true if the event was handled
void IN_Frame();
// misc. Windows-specific stuff
void WIN_InitMonitorList();
void WIN_UpdateMonitorIndexFromCvar();
void WIN_UpdateMonitorIndexFromMainWindow();
void WIN_UpdateResolution( int width, int height );
void WIN_RegisterLastValidHotKey();
void WIN_UnregisterHotKey();
void WIN_SetGameDisplaySettings();
void WIN_SetDesktopDisplaySettings();
// sound
void WIN_S_Mute( qbool mute );
LRESULT CALLBACK MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
// crash handling
void WIN_InstallExceptionHandlers();
void WIN_RegisterExceptionCommands();
void WIN_EndTimePeriod();
// opening OpenGL and loading core functions
extern "C" {
qbool WIN_LoadGL( const char* dllName );
void WIN_UnloadGL();
}
#define MAX_MONITOR_COUNT 16
typedef struct {
HWND hWnd;
HINSTANCE hInstance;
qbool activeApp;
// when we get a windows message, we store the time off
// using Sys_Milliseconds
int sysMsgTime;
qbool duringCreateWindow; // qtrue during the call to CreateWindow
RECT monitorRects[MAX_MONITOR_COUNT];
HMONITOR hMonitors[MAX_MONITOR_COUNT];
int monitor; // 0-based index of the monitor currently used for display
int primaryMonitor; // 0-based index of the primary monitor
int monitorCount;
int minimizeHotKeyId;
qbool minimizeHotKeyValid;
UINT minimizeHotKeyKey;
UINT minimizeHotKeyMods;
qbool inputInitialized;
qbool forceUnmute; // overrides s_autoMute
} WinVars_t;
extern WinVars_t g_wv;